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Around The World in 80 Days

The document outlines the rules for a two-player game based on Jules Verne's story of traveling around the world in under 80 days. Players start with one gold coin and can acquire more through specific actions, while the game ends when one player reaches London, with victory conditions based on the number of days taken. Special rules for two players include adjustments to event cards, travel cards, and the winning criteria based on time spent and gold coins.
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0% found this document useful (0 votes)
24 views4 pages

Around The World in 80 Days

The document outlines the rules for a two-player game based on Jules Verne's story of traveling around the world in under 80 days. Players start with one gold coin and can acquire more through specific actions, while the game ends when one player reaches London, with victory conditions based on the number of days taken. Special rules for two players include adjustments to event cards, travel cards, and the winning criteria based on time spent and gold coins.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The gold coins TH E GAME FOR TWO

• Each player starts with one gold coin. Players can acquire further gold Use the following changes when playing with two players:
coins using the “Receive gold coin” action or the like bonus chip action. • Remove the “Connection” event card from the game.
When a player does not use the “Elephant” event card to travel from • Place only 3 travel cards from left to right on the action spaces in each round.
Bombay to Calcutta, the player may use the card to receive 1 gold coin instead. • The two players take turns being the starting player.
Note: if there are no more coins in the supply, the player gets nothing. • The game ends at the end of the round when the first player reaches London.
• Players may use their gold coins when they travel by balloon or elephant and are not • The first player to reach London wins if he spent 80 days or less in his journey. This
happy with their die roll. For 1 gold coin each, they can re-roll as many times as they is so, even if the other player would reach London in the next round with fewer days
want. on his journey.
• By paying 2 gold coins any time during his turn, a player may draw the top-most card • If the first player to reach London takes more than 80 days, the other player wins,
from either the travel card supply or the even card supply. The player may use the even if he has not yet reached London (and he has spent fewer travel days!).
drawn card immediately or at a later time (exception: blue event cards must be played • When both players reach London on the same round, the player who spent the fewest
immediately). days on the journey is the winner! If they tie, the player with the most gold coins is
the winner.
Arrival in London Note: the tempo of the two-player game is a bit faster than for more players. If a player
• As soon as the first player reaches London, the time pressure to reach London falls more than one place behind, it will be very difficult for him to catch up.
increases for the other players!
• In each following round, each player who has not yet reached London, spends 1 day,
moving his time marker on the track accordingly. At the beginning of each round
after the first player reaches London, that player moves the time marker of each other
player, who has not yet reached London, 1 space on the time track. Even when more
players reach London, the time markers for the players not yet in London still move
just 1 space per round.
• When a player reaches London, he places his betting slip on London. When other
players reach London, they place their betting slips under the stack of betting slips on
London, so the order of arrivals is remembered. Also, when a player reaches London,
he places all his hand cards face-down under the appropriate supply stacks.
• A player who has arrived in London loses no more days due to event cards or bonus
chips. The space on the time track where he was when he reached London is his final
score for his journey and will be used in determining the winner of the game. His The author: Michael Rieneck, born in 1966, lives with his friend Maren in northern Germany. He enjoys
score cannot change after he reaches London! designing games and has had success in the past with Rio Grande Games with the two-player game, Dracula.
• Of a player needs more than 80 days for the journey, he continues past the 80/0 This is his first large Rio Grande Game and we hope you enjoy traveling the world with us.
space, remembering he has used more than 80 days.
Development: TM-Spiele
• In each following round, the starting player adjusts the number of cards drawn and Illustration: Bernd Wagenfeld
placed on the board based on the number of players still traveling: Graphics: Pohl & Rick
with 2 players 3 cards, Photo: Dirk Hoffmann
with 3 players 4 cards, English translation: Anna & Jay Tummelson
with 4 players 5 cards, © 2004 KOSMOS Verlag
with 5 players 6 cards. Rio Grande Games
Note: when only two players have not reached London, the detective can no longer be PO Box 45715
moved as there will no longer be travel cards placed on that action space on the board. Rio Rancho, NM 87174
[email protected]
www.riograndegames.com
Distribution of travel cards
The author and publisher thank the many play testers and rule readers for their help with this game.

Art.-Nr: 696153

Made in Germany

5 6 7 8 4

4x 6 7 8 5

4
G A M E R U L E S

for 3-6 adventurers aged 10 and up


Note: when playing for the first time, we suggest playing with 3 to 5 players, as the game
OVERVIEW can run a bit long with 6 with new players. When you are comfortable with the rules, feel
As in Jules Verne’s famous story, the players are members of a London club at the free to use the rule variants on page 4 and, also, the rules for playing with 2 players.
beginning of the 20th century who bet each other on a round the world journey:
the player who can complete the journey in less than 80 days will win the bet and P R E PA RAT I ON
the accolades of his comrades. To accomplish this, the players will have to make • Before the first game, carefully remove the betting slips, bonus chips, gold coins, and
good use of train and ship travel as they move from place to place. Along the way, the starting player marker from their frames.
they may have the opportunity to speed their travels with balloons and elephants. • Shuffle the 18 bonus chips face-down. Place the chips randomly on the two round
However, they must also avoid the over-zealous detective, who will slow their spaces next to each place (except London); each place gets a red and a blue chip. When
progress if he can catch up with them for interrogations in the places they visit. all chips have been placed, turn them all face-up.
Naturally, events outside the control of the players may also play a part. • Each player chooses a color and takes the following in that color:
1 game figure, 1 time marker, and 1 betting slip. They place their game figures on
GOAL “London” (starting place), their time markers on space 80/0 of the time track, and
At game end, the player who has returned to London their betting slips before them (in their play areas), so all will know who has which
in the fewest number of days is the winner! color during the game.
• Place the detective figure on Brindisi.
CONTENTS • Shuffle the 60 travel cards face-down and deal 3 to each player face-down. Place the
1 game board start space start space supply stack for discard stack for remaining travel cards face-down on the space for the travel card supply.
for game for time event cards event cards • Shuffle the 15 event cards face-down and place them face-down on the space for the
figures markers
event card supply.
• Each player takes 1 gold coin. Place the rest as a supply next to the game board. Also,
6 game figures place the die next to the game board.
time track • The players choose a starting player, who takes the starting player marker and
begins the game.

6 time markers PLAYI NG TH E GAME

Note: first, the most important rules from “game start” to “game end” are described, so
space for players can get started right away. Then, you can read the further rules to get the more
bonus specific information needed to play.
chips 6 betting slips
Playing a round
The game is played in rounds. The starting player for the round starts the round by
action
drawing travel cards from the supply and placing them on the action track:
track 24 gold coins • with 3 players, 4 cards,
supply stack discard stack start space for needed means of • with 4 players, 5 cards,
for travel cards for travel cards detective transportation • with 5 and 6 players, 6 cards.
He places the cards from left to right on the action track, as he draws them, so that
each is placed under one of the actions shown on the action track. He must place them
18 bonus chips as drawn and may not place them as he wants, but always left to right as he draws
them.
1 starting player marker
example with
4 players:
60 travel cards 15 event cards
(30 trains with values 2-6,
30 ships with values 4-8) 1 die 1 detective figure

1
Now, the starting player chooses one of the just placed travel cards, adding it to his Time saving with 2 like numbered cards
hand. Then, he takes the action for the space where the travel card was. Finally, he may • When a player plays either two ship cards or two train cards, each with the same
move his game figure further on his journey. Next, the next player, in clockwise order, value, for a leg in his journey, the values are not added, but the cost is just one of the
takes his turn, and so on. When all players have taken their turns, the round ends. values, as the player need not change ships or trains and, thus, saves the extra time.
Example: when a player plays 2 ship cards valued 8 for the leg from Suez to Bombay,
A player’s turn instead of costing 16 days, the trip costs only 8 days. If, instead, he played a 4 ship and
In his turn, a player does the following in the order shown: a 5 ship, it would cost the player 9 days (4 + 5).
• choose a travel card • This time saving does not work, when the player uses two different forms of
• execute the associated action transportation.
• travel to the next place or remain in the same place Example: playing a ship 4 and train 4 costs 8 days, as normal.
• spend 2 travel days because of the detective, if required Note: for the leg from New York to London, this special feature only works for the 2 ship
• reduce hand size to 6 cards, if hand size is greater than 6 cards cards required. The train card gets no special and counts as normal.

Choose a travel card Remain in the same place


To start his turn, the player must choose one of the travel cards near the board and add Instead of traveling, the player may simply choose to remain in the same place. He
it to his hand. Exception for the starting player of the round: he may not choose the must do this, of course, if he does not have the required travel cards. He may also
travel card associated with the action: “starting player for the next round”. choose to remain, hoping to collect ship cards or train cards with the same value in
order to save time. He may also wait, hoping for travel cards with lower time values for
Execute the associated action use in the next round.
Each travel card offered on the board has an associated action (based on where the card
was placed). The player either executes the action or chooses to refrain from executing Spend 2 travel days because of the detective
the action, as he chooses. The following actions are available: • When a player’s game figure is in the same place as the detective at the end of his
turn, the player must spend 2 days (move his time marker) speaking with him.
The player receives 1 gold coin from the supply.
Important: this lost time only occurs at the end of a player’s turn. It occurs whether
The player may use a balloon, the player travels to the place during his turn or remains in the same place.
should he decide to travel this turn. • When a player starts his turn in the same place as the detective, but moves to a new
The player may take the top-most event card place, he does not pay for lost time as he does not end in the place with the detective.
from the face-down event card supply stack. • Also, a player does not lose time when the detective moves to the place he is when it
The player may move the detective is not his turn.
to any place, except London.
The player may take the starting player marker and will be the Reduce hand size to 6 cards
starting player in the next round. If no player executes this action, At the end of his turn, the player must count the cards in his hand. If he has more than
the starting player marker moves to the next clockwise player at the 6 cards (travel cards and event cards), he must reduce his hand size to 6 cards by
end of the round.
discarding cards he chooses to the appropriate discard stacks until he has just 6 cards.
The player may trade travel cards. To do so, he discards
up to 3 travel cards from his hand and then draws the After the player’s turn, his left neighbor starts his turn by choosing one of the
same number of travel cards from the face-down supply. remaining displayed travel cards.

Special rules for different numbers of players: End of a round


• 5 and 6 players: only in games with 5 and 6 players are all actions available. When all players have taken their turns, in clockwise order, the round ends. The new
• 6 players: with 6 players, the last player in the round may choose to draw the top- starting player puts any remaining travel cards from the display on the discard stack
most travel card from the supply instead of taking the last card from the board. If he and draws the appropriate number of new cards to place on the display. Then, he
does, he does not take the action associated with the last card. chooses a card from the display, starting his turn.
• 3 players: with 3 players, the action “starting player for the next round” is not Note: in a game with 6 players, there may be no cards left to discard.
available. In this case, the next starting player moves clockwise after each round.
If the travel card supply is exhausted, shuffle the discard stack and place it face-
Travel to the next place down as the new travel card supply.
• In each round, the player may travel to at most one next place on his journey. One
exception: when a player plays the “Connection” event card, he may travel to the next GAME END
two places on his journey. • With 3, 4, and 5 players, the game ends after the
• If the player wants to travel, he moves his game figure to the next place in the round, in which the second to the last player moves
direction of the arrow and must play the required travel card(s) from his hand, his game figure to London. If the last player also
placing them on the discard stack. Which card(s) are required (number and type) is moves his game figure to London in this last round,
shown on the map as symbols between the two places. he is also involved in the scoring and may win.
Example: travel from London to Paris requires 1 ship card and 1 train card. Travel from Otherwise, a player who does not reach London,
New York to London requires 2 ship cards and 1 train card. regardless of the number of days he spent, he is not
• For the leg, the player spends as many days as shown on the cards played. The player involved in the scoring and cannot win the game.
moves his time marker along the time track one space for each day spent. • With 6 players, the game ends after the round,
Example: if a player plays a ship 7 and a train 3 card to travel from London to Paris, he in which the fourth player moves his game figure
spends 10 days (7 + 3) for the leg and moves his time marker 10 spaces on the track. to London.

2
GAME WINNER The bonus chips
• Of all players who reached London in no more than 80 days, the winner is the • Next to each place (except London), players place a red bonus chip and a blue bonus
player who spent the fewest days. If players tie for fewest days, the player who first chip at the beginning of the game.
reached London is the winner. • When a player is the first to arrive at a place with his game figure, he may take the
• If all players who reached London took more than 80 days to do so, the winner is the action shown on the red bonus chip at that place.
player who first reached London, regardless of how many days he spent doing so. • The last player to arrive at a place may take the action on the blue bonus chip.
• The player turns over the bonus chip to show it is used, even if the player chooses not
FURTHER RULES to take the action (most likely with the draw event card action).

Travel with a balloon


• When a player chooses the travel card associated with the “balloon” action, he may, The bonus chips offer:
if he travels this round, use a balloon. • The player may take from the supply:
• A player may also play a “balloon” event card to use a balloon when 1 gold coin.
traveling. • The player may draw the top-most travel card from the face-down
• In any case, a player may only use one balloon, either from the action or Balloon travel card supply.
the event card, when traveling per turn. • The player may draw the top-most event card from the face-down
• When a player uses a balloon, he must also play the necessary travel cards When you play one travel card
event card supply.
to complete a leg, play this card
as well and roll the die. You

for the leg he travels. need the number of days shown


on the die instead of on the
travel card played.
• All opponents (of the player who takes the action of this bonus
• The value of one of the played travel cards is replaced by the balloon. This chip) lose 1 day and must move their time markers 1 space.
replacement is done by rolling the die. Thus, the balloon travel will cost the player
from 1 to 6 days.
• When a player is unhappy with his die roll, he may pay 1 gold coin to re-roll the die. The event cards
He may do this several times, as long as he pays for each re-roll. However, he must use • When a player chooses the travel card with the
the last number rolled, not the lowest! “draw event card” associated action or takes the
Example: for the leg from Hong Kong to Yokohama, a player plays a train 4 card and a “draw event card” bonus chip action, he may
ship 7 card. As the player chose the “balloon” action, he rolls the die to replace the draw the top-most card from the event card
higher value (ship 7). He rolls a 5, which is lower than the 7, but not low enough for the supply and ( if the card is not blue) add it to his
player. He pays 1 gold coin and re-rolls the die, but gets a 6 this time. This, is, of course, hand.
also too high, so he pays another gold coin and re-rolls again, getting a 2! This is what he • A player may play any number of event cards on
hopes for, so he moves his time marker 6 spaces (4 + 2). a turn, but only on his turn. A player may play (and
• When a balloon is used for a leg with 2 ships or 2 trains, the player may only use a discard) an event card on the same turn he draws it
balloon for one of the 2 cards. or save it for use in a later turn.
Example: for the leg from Suez to Bombay, a player needs 2 ship cards. The player plays a
ship 5 and a ship 8. The player plays a “balloon” event card to replace the ship 8 card. Almost all event cards are positive. However, most help in specific situations, so that
He rolls a 5, which is low enough for him. Thus, this leg costs 10 days and he moves his there is little risk in drawing an event card, but also no guarantee that it will be of
time marker 10 spaces (5 + 5). immediate use.
Note: if a player uses a balloon for a leg that requires two of the same form of
Delay
transportation and rolls a number like the number on the non-replaced card, he may not There are two special event cards, easily recognized
use time saving for this leg (a balloon is not a train or a ship!). by their blue color (“Delay” and “Storm”). When a
In the example above, the player could not save 5 days and just spend 5 days on the trip, player draws one of these cards, he does not add it Storm This effect is
immediate:
each player loses
1 day.
Then, you reshuf

but must spend the full 10 days. to his hand, but must play it immediately as it cards and place
new even card
fle all event
them as the
supply.

affects all players equally. This effect is


immediate:
2 days.
each player loses

Special travel legs • The effect is that all players (even the player Then, you reshuf
cards and place
new even card
fle all event
them as the
supply.

From Bombay to Calcutta there are no train or ship symbols shown. When a player drawing the card) lose 1 or 2 days.
wants to travel this leg, he simply moves his game figure from Bombay to • If a player has one or more event cards in his hand when either of these cards are
Calcutta. played, he must discard them immediately (he cannot use it now).
• This costs 12 days, if the player travels without an elephant. • All 15 event cards are now shuffled and placed face-down as the new event card
• However, if the player plays the “Elephant” event card, he rolls the die and supply.
adds 6 to the die roll (this is his total travel time for the leg), thus possibly Note: when a player holds an event card in his hand for too long, he risks losing it when
reducing the travel time by up to 5 days. a blue event card is drawn (either by himself or another player).
Like with a balloon, the player may pay 1 gold coin to re-roll if he does not Elephant
like the result, but must take the last roll as with the balloon. Further explanations of some event cards
• A player may also play “Offer” and “Connection” event cards when traveling • “Express train” and “Submarine” can be played when more than one travel card are
When you travel from Bombay

on this leg of the journey. to Calcutta, you need only 6


days plus as many days, as
shown on the rolled die,
or
required. However, they only replace the value of one travel card.
• However, a player may not use a balloon on this leg of the journey. You receive 1 gold coin.
• With the “Princess”, there is no event card the player cannot use, but, as the card
indicates, it must be the top-most card on the discard stack.
From Hong Kong to Yokohama, a player has a choice between two routes: • A player is allowed to move along the next leg of the journey, then play the “Connection”
he can use either 2 ships or 1 train and 1 ship. event card, and, finally, move along the next leg of the journey.

From Yokohama, players travel to San Francisco.

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